/*
 * Copyright 2014 Google Inc.
 *
 * Use of this source code is governed by a BSD-style license that can be
 * found in the LICENSE file.
 */

#ifndef GrGLSLShaderBuilder_DEFINED
#define GrGLSLShaderBuilder_DEFINED

#include "include/private/SkTDArray.h"
#include "src/gpu/GrAllocator.h"
#include "src/gpu/GrShaderVar.h"
#include "src/gpu/glsl/GrGLSLUniformHandler.h"
#include "src/sksl/SkSLString.h"

#include <stdarg.h>

class GrGLSLColorSpaceXformHelper;

/**
  base class for all shaders builders
*/
class GrGLSLShaderBuilder {
public:
    GrGLSLShaderBuilder(GrGLSLProgramBuilder* program);
    virtual ~GrGLSLShaderBuilder() {}

    using SamplerHandle      = GrGLSLUniformHandler::SamplerHandle;

    /** Appends a 2D texture sample with projection if necessary. The vec length and swizzle
        order of the result depends on the GrProcessor::TextureSampler associated with the
        SamplerHandle.
        */
    void appendTextureLookup(SkString* out, SamplerHandle, const char* coordName) const;

    /** Version of above that appends the result to the shader code instead.*/
    void appendTextureLookup(SamplerHandle,
                             const char* coordName,
                             GrGLSLColorSpaceXformHelper* colorXformHelper = nullptr);

    /** Does the work of appendTextureLookup and blends the result by dst, treating the texture
        lookup a the src input to the blend. The dst is assumed to be half4 and the result is always
        a half4. If dst is nullptr we use half4(1) as the blend dst. */
    void appendTextureLookupAndBlend(const char* dst,
                                     SkBlendMode,
                                     SamplerHandle,
                                     const char* coordName,
                                     GrGLSLColorSpaceXformHelper* colorXformHelper = nullptr);

    /** Adds a helper function to facilitate color gamut transformation, and produces code that
        returns the srcColor transformed into a new gamut (via multiplication by the xform from
        colorXformHelper). Premultiplied sources are also handled correctly (colorXformHelper
        determines if the source is premultipled or not). */
    void appendColorGamutXform(SkString* out, const char* srcColor,
                               GrGLSLColorSpaceXformHelper* colorXformHelper);

    /** Version of above that appends the result to the shader code instead. */
    void appendColorGamutXform(const char* srcColor, GrGLSLColorSpaceXformHelper* colorXformHelper);

    /**
    * Adds a constant declaration to the top of the shader.
    */
    void defineConstant(const char* type, const char* name, const char* value) {
        this->definitions().appendf("const %s %s = %s;\n", type, name, value);
    }

    void defineConstant(const char* name, int value) {
        this->definitions().appendf("const int %s = %i;\n", name, value);
    }

    void defineConstant(const char* name, float value) {
        this->definitions().appendf("const float %s = %f;\n", name, value);
    }

    void defineConstantf(const char* type, const char* name, const char* fmt, ...) {
       this->definitions().appendf("const %s %s = ", type, name);
       va_list args;
       va_start(args, fmt);
       this->definitions().appendVAList(fmt, args);
       va_end(args);
       this->definitions().append(";\n");
    }

    void declareGlobal(const GrShaderVar&);

    /**
    * Called by GrGLSLProcessors to add code to one of the shaders.
    */
    void codeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
       va_list args;
       va_start(args, format);
       this->code().appendVAList(format, args);
       va_end(args);
    }

    void codeAppend(const char* str) { this->code().append(str); }

    void codeAppend(const char* str, size_t length) { this->code().append(str, length); }

    void codePrependf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
       va_list args;
       va_start(args, format);
       this->code().prependVAList(format, args);
       va_end(args);
    }

    /**
     * Appends a variable declaration to one of the shaders
     */
    void declAppend(const GrShaderVar& var);

    /** Emits a helper function outside of main() in the fragment shader. */
    void emitFunction(GrSLType returnType,
                      const char* name,
                      int argCnt,
                      const GrShaderVar* args,
                      const char* body,
                      SkString* outName);

    /*
     * Combines the various parts of the shader to create a single finalized shader string.
     */
    void finalize(uint32_t visibility);

    /*
     * Get parent builder for adding uniforms
     */
    GrGLSLProgramBuilder* getProgramBuilder() { return fProgramBuilder; }

    /**
     * Helper for begining and ending a block in the shader code.
     */
    class ShaderBlock {
    public:
        ShaderBlock(GrGLSLShaderBuilder* builder) : fBuilder(builder) {
            SkASSERT(builder);
            fBuilder->codeAppend("{");
        }

        ~ShaderBlock() {
            fBuilder->codeAppend("}");
        }
    private:
        GrGLSLShaderBuilder* fBuilder;
    };

protected:
    typedef GrTAllocator<GrShaderVar> VarArray;
    void appendDecls(const VarArray& vars, SkString* out) const;

    /**
     * Features that should only be enabled internally by the builders.
     */
    enum GLSLPrivateFeature {
        kFragCoordConventions_GLSLPrivateFeature,
        kBlendEquationAdvanced_GLSLPrivateFeature,
        kBlendFuncExtended_GLSLPrivateFeature,
        kFramebufferFetch_GLSLPrivateFeature,
        kNoPerspectiveInterpolation_GLSLPrivateFeature,
        kSampleVariables_GLSLPrivateFeature,
        kLastGLSLPrivateFeature = kSampleVariables_GLSLPrivateFeature
    };

    /*
     * A general function which enables an extension in a shader if the feature bit is not present
     *
     * @return true if the feature bit was not yet present, false otherwise.
     */
    bool addFeature(uint32_t featureBit, const char* extensionName);

    enum InterfaceQualifier {
        kIn_InterfaceQualifier,
        kOut_InterfaceQualifier,
        kLastInterfaceQualifier = kOut_InterfaceQualifier
    };

    /*
     * A low level function to build default layout qualifiers.
     *
     *   e.g. layout(param1, param2, ...) out;
     *
     * GLSL allows default layout qualifiers for in, out, and uniform.
     */
    void addLayoutQualifier(const char* param, InterfaceQualifier);

    void compileAndAppendLayoutQualifiers();

    void nextStage() {
        fShaderStrings.push_back();
        fCodeIndex++;
    }

    void deleteStage() {
        fShaderStrings.pop_back();
        fCodeIndex--;
    }

    SkString& extensions() { return fShaderStrings[kExtensions]; }
    SkString& definitions() { return fShaderStrings[kDefinitions]; }
    SkString& precisionQualifier() { return fShaderStrings[kPrecisionQualifier]; }
    SkString& layoutQualifiers() { return fShaderStrings[kLayoutQualifiers]; }
    SkString& uniforms() { return fShaderStrings[kUniforms]; }
    SkString& inputs() { return fShaderStrings[kInputs]; }
    SkString& outputs() { return fShaderStrings[kOutputs]; }
    SkString& functions() { return fShaderStrings[kFunctions]; }
    SkString& main() { return fShaderStrings[kMain]; }
    SkString& code() { return fShaderStrings[fCodeIndex]; }

    virtual void onFinalize() = 0;

    enum {
        kExtensions,
        kDefinitions,
        kPrecisionQualifier,
        kLayoutQualifiers,
        kUniforms,
        kInputs,
        kOutputs,
        kFunctions,
        kMain,
        kCode,

        kPrealloc = kCode + 6,  // 6 == Reasonable upper bound on number of processor stages
    };

    GrGLSLProgramBuilder* fProgramBuilder;
    SkSL::String fCompilerString;
    SkSTArray<kPrealloc, SkString> fShaderStrings;
    SkString fCode;
    SkString fFunctions;
    SkString fExtensions;

    VarArray fInputs;
    VarArray fOutputs;
    uint32_t fFeaturesAddedMask;
    SkSTArray<1, SkString> fLayoutParams[kLastInterfaceQualifier + 1];
    int fCodeIndex;
    bool fFinalized;

    friend class GrCCCoverageProcessor; // to access code().
    friend class GrGLSLProgramBuilder;
    friend class GrGLProgramBuilder;
    friend class GrDawnProgramBuilder;
    friend class GrGLSLVaryingHandler; // to access noperspective interpolation feature.
    friend class GrGLPathProgramBuilder; // to access fInputs.
    friend class GrVkPipelineStateBuilder;
    friend class GrMtlPipelineStateBuilder;
};
#endif
